/**
 * 
 */
package com.arx.character;

import java.util.ArrayList;

import com.arx.graphics.EERIE_3DOBJ;
import com.arx.graphics.flyweight.ANIM_HANDLE;
import com.arx.interactive.InteractiveObject;

/**
 * @author Donald
 *
 */
abstract class PlayerCommonVars implements PlayerBase {

	private long					APPLY_PUSH;
	private long					ARX_CONVERSATION;
	private boolean					bBookHalo;
	private boolean					bGoldHalo;
	private boolean					BLOCK_PLAYER_CONTROLS	= false;
	private long					CHANGE_LEVEL_ICON;
	private long					COLLIDED_CLIMB_POLY;
	private long					cur_mr;
	private long					cur_rf;
	private InteractiveObject		CURRENT_TORCH			= null;
	private float					DeadCameraDistance;
	private long					DeadTime				= 0;
	private long					DONT_ERASE_PLAYER;
	private long					GLOBAL_MAGIC_MODE;
	private EERIE_3DOBJ				hero;
	private long					HERO_SHOW_1ST;
	private ANIM_HANDLE				heroanim;
	private ANIM_HANDLE				heroanim2;
	private ANIM_HANDLE				herorun;
	private ANIM_HANDLE				herowait;
	private ANIM_HANDLE				herowait2;
	private ANIM_HANDLE				herowaitbook;
	private ANIM_HANDLE				herowalk;
	private float					InventoryDir;
	private float					InventoryX;
	private ArrayList<KEYRING_SLOT>	Keyring					= null;
	private long					Keyring_Number;
	private long					LastHungerSample		= 0;
	private long					nb_PlayerQuest;
	// private ARX_NECKLACE necklace;
	private long					NEED_DEBUGGER_CLEAR;
	private ARXCharacter			player;
	public ARXCharacter getPlayer() {
		return player;
	}
	public void setPlayer(ARXCharacter player) {
		this.player = player;
	}
	private float					PLAYER_BASE_HEIGHT		= -170;
	private float					PLAYER_BASE_RADIUS		= 52;
	private float					PLAYER_CROUCH_HEIGHT	= -120;
	private float					PLAYER_LEVITATE_HEIGHT	= -195;
	long							PLAYER_PARALYSED		= 0;
	private ArrayList<STRUCT_QUEST>	PlayerQuest				= null;
	char							QUICK_MOD				= 0;
	private long					REQUEST_SPEECH_SKIP;
	private long					SHOW_TORCH;
	char							SKIN_MOD				= 0;
	private boolean					sp_max					= false;
	private long					SPECIAL_PNUX;
	private long					STARTED_A_GAME;
	private long					TRUE_PLAYER_MOUSELOOK_ON;
	private long					ulBookHaloTime;
	private long					ulGoldHaloTime;
	/** flag to use new skill calculations. */
	private boolean					USE_NEW_SKILLS;
	private long					USE_PLAYERCOLLISIONS	= 1;
	private long					WILLRETURNTOCOMBATMODE	= 0;
}
